Tremors Monsters SNPCs Addon: In search of a Coder
14 replies, posted
A long time ago I had concluded my part in the animation of GMod's old TRex snpc, and was so happy with it that I was itching to take on another project.
Then, in the shower (where all great ideas emerge) I wondered how cool it would be to take the creatures from the "Tremors" film and TV series, and put them into a video game setting.
And thus, I began a fairly involved project to both model, rig, animate and texture these creatures for use in GMod.
The results were rather pleasing.
[video=youtube;byNSrfMU8Yw]http://www.youtube.com/watch?v=byNSrfMU8Yw[/video]
[video=youtube;fi1zt7syJWU]http://www.youtube.com/watch?v=fi1zt7syJWU[/video]
[video=youtube;ACKT6HPFyfk]http://www.youtube.com/watch?v=ACKT6HPFyfk[/video]
If you look for it on the Steam Workshop, you can find the ragdoll versions to pose or whatever you fancy, so they work in engine. My most recent test with animated prop addons also allowed me to view my animations inside GMod like I could never do before.
You see, the missing element of my skillset is in the coding, as I can barely muster together a decent QC file, let alone code a non-player character.
I was graced however, by the infinite skill of Silverlan, maker of the Doom 3 pack, Half Life Renaissance pack, Skyrim pack and Fallout pack. He opted to take on the job when time and volition allowed, and he is still free to pursue this if he desires.
However, it's been quite a long time since he received the bulk of my assets for the project, and as he seems to have lost his drive for coding in general, I feel remiss to let everything I've done languish in the meantime.
It is for this reason that [B]I invite any and all coders to take their own shot at this[/B].
[URL]http://www.mediafire.com/download/blnctm95tm84p7y/Tremors+assets.7z[/URL]
Above is a download for all of my current assets for the Tremors project. This includes my most current MDL files, textures and material files, sounds, and even a particle file containing the bulk of effects to accompany the SNPC's various actions. It even includes the current QC files, with all reference, collision model, and animation SMD files unpacked, so you can setup a custom MDL from a custom QC file. In other words, complete control and freedom for the coder.
[B]
[U]Project Goals[/U][/B]
My dream for these creatures was to have a functional, self-sustaining life-cycle between the creatures involved. As in the Tremors Universe, these creatures are all various forms of the same creatures. Grablets begin the cycle as babies to the larger "Graboids". Provided they survive long enough, they will turn into full-sized Graboids.
Graboids, after a similar length of time, beach themselves above-ground, making a terrible wailing until they split-open and give birth to three Shriekers.
Shriekers spend their time eating anything in sight, which gives them the nutrition they need to multiply exponentially, producing more and more shriekers at an alarming and pestilential rate.
After Shriekers have been alive long enough, they molt their hydes and become AssBlasters, the final part of the cycle.
When Assblaster's die or else have spent enough time, they will leave a single egg, which in turn will hatch into a Grablet, thus completing the life-cycle.
I always thought experiencing this lifecycle in a game context would be fun and unique. The proper animations to implement it are all present, though an egg model doesn't exist. A placeholder model can easily be used, and it's a minor thing anyway.
[B]
Creature notes:
[/B][I]
Grablets:
[/I][B]
-[/B]The "Launch" animation is for the Grablet's primary attack, shooting out of the ground and slamming into its targets. The animation contains no forward motion, because it has such similarities to the headcrab leap that I figured a physics operation would be preferable to a static animation.
-Like Graboids (and all permutations) Grablets have no eyes and hunt by sound. Really, they will attack anything making noise. Obviously, due to engine limitations, this is tricky, but a substitute method could simply be attacking based upon motion. Therefore, unless a player/npc moves/fires they will only attack the last place where movement was detected.
This means a player could distract them by tossing a physics prop away from them, or a grenade.
-The "grab" and "grab burrow" animations refer to the Grablets being able to latch onto a player/npc nearby, and then burrow with them in tow. They can be killed during this to stop it, but if not stopped, the Grablets will drag them fatally underground.
[I]Graboids:[/I]
-Graboids are easily the most complicated NPC's. Their primary attack is to surface from underground and unleash their tentacle tongues. The tongues themselves will wave around until they've snagged something, upon which they will draw the victim in and take them underground. Like the Grablets, you can stop them, by striking the tongues and forcing them to release.
-Graboids first above-ground entrance is accompanied by the "surface_intro" animation and sound, and only used once per npc. From here, the npc uses the "intro_to_surface" animation to transition into the "surface_idle" animation.
-The "surface" and "surface_extend" prefixes refer to what the Graboid does above ground. "Surface_" before an animation name means it is attached to "surface_idle" once the Graboid has surfaced to attack. "Surface_extend" happens if a target/sound moves further from the Graboid, but not far enough for it to submerge and chase it. "Surface_extend_idle" then leads to more or less the same animation chain as the "surface" prefix but with the "extend" prefix added. Logical, straightforward, and all animations should lead directly into each other for smooth transitions.
-As Graboids move along, they emit puffs of dust from underground, like whales. The particle file contains a "blowhole" emitter for this, and a sound exists for this as well. The "run_breach" animation is an occasional alternative to the simple "run" animation, which shows the Graboid surfacing momentarily while in pursuit.
-Run_fear is only used when something explodes near a surbmerged graboid. The intense sound overloads their senses so badly they flee a good hundred yards in fear, ignoring enemies along the way.
-Being underground, if Graboids pass through a steep ledge while in "run_fear" the "fall" animation and "fall_loop" will show the Graboid's death by accidentally hurling itself into open air, where it will fall to its death.
-Graboids will (no animation) sometimes cut the crap and simply suck moving objects under the ground in their mouths. If they do this to something inedible, they will soon after spit it out, tossing it vertically into the air a good twenty feet. If they do this with something heavier, like a car (but nothing TOO heavy) they will burrow underneath the object and drag it under the ground.
-If the Graboid ingests something explosive, it will explode from underground, causing the associated particle effect and sound, while launching gibs into the air.
-Graboids can only pass through substances like dirt, sand or grass. If you can code it to check for the material type of the ground it's under, you can prevent the Graboid from surfacing or attacking when under stone or metal or concrete, adding to the realism.
-"Hesitate" and "Pained_thrash" are essentially pain animations to be used sparingly (lest a stun-lock take effect and make them easily killed). Hesitate is a milder, but significant hit to the Graboid, perhaps an indicator of its health dropping a certain increment. Pained_thrash is a massive hit to the Graboid.
-The death involved in the "fall" animation and birth of Shriekers, results in the use of the "split graboid" ragdoll to be used.
-It's probably best for Graboids and Grablets to disable shadows, as they tend to show above-ground even while the npc is submerged.
[I]Shriekers:[/I]
-Shriekers and Assblasters both see by heat. Another toughy to implement, but this can be shown as how they can only see enemies when they have a direct line of sight, and when visual is lost they will go to the last place they saw their prey and fan-out ra
Ya I am able to do some of them, just need to make Water AI.
[QUOTE=vrej;42265966]Ya I am able to do some of them, just need to make Water AI.[/QUOTE]
Water AI?
Color me... intrigued?
Well, hey though, good to see an interested party!
Ya never mind tho I got tired of this community, but if you want I can make it and send you a private download link. Add me on Steam.
[QUOTE=J-Dude;42266217]Water AI?
Color me... intrigued?
Well, hey though, good to see an interested party![/QUOTE]
[url]http://www.mediafire.com/?zngdxyaxbapkswm[/url]
Well hey! Looked like the particle resizing was simpler than I'd hoped. Basically I just doubled the values of the forces, particle radius and such like that. Turned out as good as I could hope given the circumstances.
Oh, and I found out from Silverlan that, indeed, he basically has no time for this sort of thing anymore. He's got this job now, and pretty much agreed I need to seek out a different coder. *Sigh*. Timing, right?
Well, anyway, gonna work on some alternate skins tonight, maybe those transitional animations if I have time. Hell, given how things are going, even though I've got two potential coders already, I might just have a look at what it takes to make an snpc with lua.
I mean hell, the last time I needed outside help it was because I knew nothing about making textures. Well, I learned enough for my own satisfaction, so who knows? I hear art and coding just don't mix because of the mindsets required, but hey, don't knock a thing till you've tried it, right?
I don't know coding, but best of luck in finding someone who can!
Are these NPC's? If yes,I can't find them :/.
-This is how you delete comments on facepunch, you don't-
This is fucking amazing
Would you like them to use a nextbot system? If you don't know what that means, I suggest looking it up. Anyways if I have time I may mess with these models, but I can't make any guarantees.
-snip-
Lol I remember this
Hello J-Dude I Have Been Working On Other Addons For A While I Am Currently In Making The Characters From The Tremors Series (Properly So That They Aren't Bugged And May Say Their Lines)
I Shall Also Have A Go With Your Tremors NPCS While I Go
[QUOTE=CaptainJack10;48515340]Hello J-Dude I Have Been Working On Other Addons For A While I Am Currently In Making The Characters From The Tremors Series (Properly So That They Aren't Bugged And May Say Their Lines)
I Shall Also Have A Go With Your Tremors NPCS While I Go[/QUOTE]
Why are you posting on a old thread, and Orion is already working on it.
[QUOTE=CaptainJack10;48515340]Hello J-Dude I Have Been Working On Other Addons For A While I Am Currently In Making The Characters From The Tremors Series (Properly So That They Aren't Bugged And May Say Their Lines)
I Shall Also Have A Go With Your Tremors NPCS While I Go[/QUOTE]
Good job.
Sorry, you need to Log In to post a reply to this thread.